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Figured this is as good a place as any to put my video game idea on "paper" so I don't forget the specifics. Let me know what you thinkI'm using a pdf. file I found online as a guideline so I don't miss anything obvious with my concept. Covers all design basics (obviously not coding and such, just the conceptual phase.

This is a work in progress, written to give the general overview of my game idea, so that anyone can read and understand what the game is like.

Game name - "Crankbait" is the winner so far, was going to go with something like "Dark Water", or "Edge of Abyss", anything that sounds like dangerous seas.

Game Logo - Here is a link to the current logo (skihaas1.deviantart.com/art/Ga…). Was also considering the name of the game, surrounded by steam punk-style pipes and doodads, like it was ripped off one of the in-game ships.

Game catch phrase - "Grip your Rod VERY Tightly" or maybe "You'll need more than a Bigger Boat"

Back story (quick paragraph) - In approx. the next 1000 years, mankind has discovered interstellar travel. This has opened up brand new worlds for the human race to explore and colonize. One such planet has been discovered (planet name ________ maybe "Brackish" meaning salty, brackish water). This planet is possibly the most hostile {livable} ever to be found. This planet (technically a "gas giant" due to it's enormous size, and it's almost exclusive cloud cover and storms) is covered nearly 95% by water, the essential ingredient for life. It's seas are teeming with life, much to the surprise of the original settlers. The creatures on this planet however go unchallenged in size, strength, and power. The galaxy has never seen such impressive leviathans. With endless space to grow, size is not an issue in these nutrient rich dark waters.Word of this new planet's discovery spread, and many braved the journey to settle here. Floating atolls were quickly built to house the landless world, and it's residents aptly turned to the seas as a food source. As the colonies became more established, a great fishing industry was born, and much like the whale hunts of old, the organisms on this planet have become highly desirable. Fisherman across the galaxy are braving this new frontier in hopes of fame and fortune, both of which can be found here. You have decided to take the journey to _______ and are determined to make a name for yourself, and to prove to everyone you have what it takes to fish the monster-ridden dark waters of ________ . The galaxy provides the skyrocketing demand for this industry, and all creatures here are considered delicacies. Fishing here is extremely dangerous, however pay-off/reward is great.

*** EDIT on the SCIENCE-y part of how you get to the planet: "In the year 2210, a young brilliant physicist discovered the secret of the fabric of space, and how to create real-life portals. He designed the machine, and was the first to test it. He was so sure of the safety of the device that within the first five minutes of the device being turned on for the 1st time, he immediately thrust his entire arm in one side of the device, with the other side of the warp gate on the other side of the room. Sure enough, he observed his arm exit the device nearly 30 feet away. Warp gates were now an official reality, altering history forever. Now that Warp gates were available, one problem remained... interstellar travel depended on one half of the gate ALREADY being deep in space to work. The greatest minds of the world, recognizing the looming possibility of SEVERE over-population in the next millenia, immediately began searching for other planets that could support human life on earth. Several planets were observed, and great debate broke out among scientists about which star system to send the gates to. The first planet that was decided on was an exo-planet called "Brackish". This planet was decided upon due to the definite discovery of liquid water on the surface, and it being found in the "habitable zone" orbiting a stable red dwarf star. The exo-planets (planets outside of our solar system) were so far away that this one fact; liquid water, was enough to decide on Brackish as the 1st destination site. Nobody knew anything else about the planet, and further discoveries would have to be made 1st hand. It was estimated the warp gate would take approx. 1200 years to reach it's watery destination, no shorter time frame was possible. The gate was programmed to stop just outside of orbit of the planet, and was launched on Sept 20th, 2280. Now all mankind could do was wait for it's greatest creation to reach it's destination... but sadly, 1200 years was more than enough time for life on earth to go sour... Over-population had taken it's toll, with earth's population nearly quadrupling. The seas and lakes of earth were virtually fished to extinction. Fishing as a career was considered foolhardy (your campaign character will of course be a former fisherman of earth). Finally the gate was confirmed to reach it's final destination in the year 3480, and the first brave volunteers confirmed the working condition of the gate. They returned with word of a planet with a strong gravitational field, as the planet was nearly 3X the size of earth (a surprise due to mis-calculations) , and a planet that, as predicted, was nearly completely covered with liquid water, very similar in composition/saltiness to earth's seas. Of even greater surprise was the impressive life-forms discovered via bio-scans. Nobody knew what they were, just that many were the size of buildings, and some bigger still... Regardless, mankind quickly set to work on colonizing this brave new world. Sea-food was officially returned to earth via great transport ships returning through the gate. Colony pods were sent through the gate, space stations set up around the atmosphere, and atolls hesitantly floated on the surface. People, eager to escape over-crowding, initially flocked through the gates, but again there was a problem... daily, colony pods and atolls were mysteriously being sunk, or completely going missing, whether to extreme weather (common on Brackish) or attacks by the planets aggressive sizable life-forms... Despite the dangers, a large fishing industry was established, with an emphasis on defense and mobility. This industry became the only draw of the planet, as the risk of death became too great for the common man. Tales of sea-monsters and certain death on Brackish were enough to stop most from venturing there, but not you... for you have so much more to live for..."***see "campaign character back-story"

Genre - Thriller/adventure

Theme - Science fiction/fantasy

Style - Fantasy Realism

Platform - Preferably wii, but not set on this... any platform that uses "rod and reel" attachments to controllers. These attachments would make the game very attractive to players, there is not a fantasy fishing game out there (all I can find is "bass fishing" or "rapala fishing", just the standard realistic fishing games), not to my knowledge, and if there is, please let me know.

Game sequence - Linear storyline

Game elements - What the player will be actually doing in game: Piloting your customizable boat, Shooting harpoon, Using fish-finders, Dodging large fish, exploring world, exploring floating atolls while dropping off catches and getting paid, as well as shopping for new items. All is explained below.

Character/unit description - Game characters will be human. All humans displayed in game will be "over-the-top" in size and muscularity, due to altering of the deteriorating human genome over the previous 1000 years Most people think we are evolving in an upward direction, however the fact is we ARE deteriorating, read Creation magazine and you will know this . Characters will carry the traditional look of fisherman found across our globe, but "scaled up" in size and strength. Attitude and voice is also the same. Consider "Quint" from "Jaws". Non-human characters will be your robot assistants, explained below.

Character upgrades - As missions progress, you will gain the funds from your catch payoffs that allow the player to purchase upgrades and equipment. Explained in "item description".

Pick-ups - There will be gear or equipment randomly floating on surface occasionally, possibly from fisherman who bit off more than they could chew (or reel in).

Level description - Campaign levels will be linear, with occasional choices to be made prior to starting mission. Quick-fish or "instant action", as well as tournament mode will be explained below.

Audio description - Audio will change depending on activity. Upon catching a fish, a somber low "boom" will be heard, to send the message that what you are doing is very dangerous. Most other sounds are self explanatory, such as engine sounds and the sea. Special items like the fish and the water spouts will have unique sounds. Ambient sounds can be heard while fishing, such as whale-like sounds, or distant gunshots or engine sounds, thunder, winds.

Music description - changes with activity. Calm (with a hint of tension) with scenic shots or "fishing", and more intense/epic when fishing.

GAME PLAYUpon initial start-up (disk insertion)

UPDATED CINEMATIC (March 18, 2014) - Opening cinematic - I was thinking of going through a high resolution Blizzard quality cinematic of a fisherman going through the process of catching a monster. This will tell a brief story of what the game will be like in-game (game-play):The cinematic follows 2 different fisherman, with 2 different fishing vessels...Character 1. (color palette and weather = yellows and blues, storm in back ground, calm for now)...Starting quietly, all you hear is the calming lapping of water against a boat... camera fades in from black screen and company logos, showing a fishing vessel in game from water level. The elderly fisherman is chumming the waters and setting up some bait on one of the massive hooks, all the while slowly panning out to show the violent storms in the background, slowly creeping towards the boat. The fisherman looks briefly at the storm and gives a snort to it, but presses on (foreshadowing). He sets up the traps around his motionless boat, using his sea-doo, he drives under camera and straight out to the sea carrying the buoys for the traps/nets. It is raining now, and lightning strikes and thunder claps... The camera "sinks" deep into the sea where the bait is suspended. After a few seconds of staring at bait, glowing eyes appear from behind the bait, and once they open, a trumpet lets out a suspenseful noise (like in movies to give suspense). Camera cuts to Black screen -->*Schelhaas Productions presents...* then fades back into:Character 2. (color pallet and weather = snow storm/blues/whites, icebergs in background) There is a new guy guy riding on his sea-doo, laying out the net trap. After dodging a couple icebergs, he parks his sea doo in the rear of ship and walks to his fish finder outside. Black screen --> * in association with whoever whoever *, while dozing off, the fisherman misses some beeps, while the viewer sees a new ice-water monster on the screen briefly, as it eats and cuts out the camera. You will then be looking at the sleeping fisherman, mouth wide open and eyes open despite the sleeping (suggesting he has learned to sleep with both eyes open, like Gandalf), he does not hear the clicking of his rod, nor the pinging of his fish-finder. The boat finally rocks violently as the line tightens far too tight, waking the fisherman, prompting him to jump into his automated fisherman assistance cage (not sure what to call it at this point). The cage wraps around the fisherman and the rod enters reeling mode. As the fisherman starts to reel powerfully, the wind begins to howl loudly, and picks up speed. Line tension begins and the fisherman gives his one-liner (not sure yet). The battle begins, and fisherman goes through his sequential steps to landing a big one. The creature slowly surfaces, yet only a portion. The fisherman realizes it is WAY too big, and begins his escape route through the icy waters, crushing ice-bergs as they bounce off his ship (some ice bergs are so huge they disappear off camera and are dodged). The camera would zoom in on fisherman's nervous face, which turns to anger/hunter. Motion shots of the previous trap set up going off would be witnessed, like getting the monster tangled in the lines or so, and the fisherman jumping around the boat to make the appropriate actions happen, using the grappling line to move quickly from one boat section to another. Only portions of the creature will be seen here, so as to not spoil the surprise of WHAT you are catching in-game, and to keep the viewer interested. The fisherman moves his boat out of the way, but it is not fast enough. The boat is snared by a tentacle... He realizes he must get down to business right then and there, or risk losing his boat and life... The fisherman slow motion walks out to the fish, water splashing his face (Think Thorin Oakenshield, walking towards the pale orc at the end of the 1st Hobbit). At this time, the fish monster's eyes emerge from the water and zero in on the fisherman. He finishes by hitting a button that sets off an automated harpoon as a quick distraction, while beginning his run at the fish. He runs slow mo towards the punching robot located at the back of his boat. He gets in, as the robot rumbles to life, and stands upright. The monster comes more out of the water, affected only slightly by the harpoon. The fisherman is in a pose suggesting he is ready for an aggressive overhead right hand (rockem' sockem' robot style) the beast approaches closer, and the fisherman takes one massive swing, the robot arm flung wildly at the beast in unison, screaming at the monster as it makes one final MAJOR breach out of the water towards the fisherman, as if it is screaming back at him. You see the head of creature for a split second, and hear the bellowing roar and a "THUD". Camera and sound cut out briefly. Back to:Character 1 He has managed to get back to his boat, he also runs into his robot. It springs to life, and green lights penetrate the waters from the robots sensor array. It cuts to the monster, racing underwater straight towards the boat. In the background you hear a steady "Boom" sound (not sure of technical term for it, but it's in movies when it's trying to arouse anxiousness in viewers, it picks up speed as well, as time goes on, starting out slow, best heard as a strong bass-like sound. Anyway the monster is clipping towards boat, taking 2 torpedoes or so as it outruns the camera, which surfaces and flies extremely fast towards the robot and fisherman. You then find out the "Boom.... Boom... Boom" is from the robot. The fisherman is slamming his robots arms against the "deck" of the boat (it's ok it's solid steel). The slamming gets faster and faster, coaxing the fish and amping himself up in the process (I'm hoping the fisherman's screams will be one of those unforgettable moments, so bad-ass, who doesn't love a raging man with a giant robot following his moves, slamming the deck of his boat!?). The fish surfaces and lunges, prompting a volley of missiles, unaffected, and heads right for the robot. One massive swing perfectly timed and then... CRACK The water overwhelms the camera, causing it to tape the sea as it sinks to the bottom, prompting the games name and logo to come from below as if it is accidentally taping it floating to surface, ending the cinematic and showing the catch phrase. You will not know whether or not either hunt was a success, as this will set the stage for your personal journey.

OUTDATED Opening cinematic (#2) - I was thinking of going through a high resolution Blizzard quality cinematic of a fisherman going through the process of catching a monster. This will tell a brief story of what the game will be like in-game (game-play):

Starting quietly, camera fades in from black screen and company logos, showing a fishing vessel in game from water level. The elderly fisherman is chumming the waters and setting up some bait on one of the massive hooks, all the while slowly panning out to show the violent storms in the background, slowly creeping towards the boat. The fisherman looks briefly at the storm and gives a snort to it, but presses on (foreshadowing). He sets up the traps around his motionless boat. The camera "sinks" deep into the sea where the bait is suspended. After a few seconds of staring at bait, glowing eyes appear from behind the bait, and once they open, a trumpet lets out a suspensful noise (like in movies to give suspense). Camera cuts to Black screen -->*Schelhaas Productions presents...* then fades back in to the guy riding on his sea-doo, laying out the net trap. He parks his sea doo in the rear of ship and walks to his fish finder outside. Black screen --> * in association with whoever whoever *, while dozing off, the fisherman misses some beeps, while the viewer sees a monster on the screen briefly, as it eats and cuts out the camera. You will then be looking at the sleeping fisherman, mouth wide open and eyes open despite the sleeping (suggesting he has learned to sleep with both eyes open, like gandalf), he does not hear the clicking of his rod, nor the pinging of his fish-finder. The boat finally rocks violently as the line tightens far too tight. waking the fisherman, prompting him to jump into his automated fisherman assistance cage (not sure what to call it at this point). The cage wraps around the fisherman and the rod enters reeling mode. As the fisherman starts to reel powerfully, it begins to rain, and wind picks up. Line tension begins and the fisherman gives his one-liner (not sure yet). The battle begins, and fisherman goes through his sequential steps to landing a big one. The creature slowly surfaces, yet only a portion. The camera would zoom in on fisherman's nervous face, which turns to anger/hunter. Motion shots of the previous trap set up going off would be witnessed, like getting the monster tangled in the lines or so, and the fisherman jumping around the boat to make the appropriate actions happen, using the grappling line to move quickly from one boat section to another. Only portions of the creature will be seen here, so as to not spoil the surprise of WHAT you are catching in-game, and to keep the viewer interested. The fisherman moves his boat out of the way, but it is not fast enough. The boat is snared by a tentacle... He realizes he must get down to business right then and there, or risk losing his boat and life... The fisherman slow motion walks out to the fish, water splashing his face, and he grabs one of his giant spears sitting on the wall (Think Thorin Oakenshield, walking towards the pale orc at the end of the Hobbit). At this time, the fish monster's eyes emerge from the water and zero in on the fisherman. He finishes by hitting a button that sets off an automated harpoon as a quick distraction, while beginning his run at the fish. The monster comes more out of the water, affected only slightly by the harpoon. The now sprinting fisherman takes one massive leap, screaming at the monster as it makes one final MAJOR breach out of the water towards the fisherman, as if it is screaming back at him. You see the head of creature for a split second, and hear the bellowing roar. The water overwhelms the camera, causing it to tape the sea as it sinks to the bottom, prompting the games name and logo to come from below as if it is accidentally taping it floating to surface, ending the cinematic and showing the catch phrase. You will not know whether or not the hunt was a success, as this will set the stage for your personal journey.

Main menu description 1. Campaign: aka "Story mode", explained below.2. Arcade mode ("quick fish"): if you would just like to jump in and practice, or play games, this would be the place. Game ideas could be first to catch 10 000 lb beast, or a timed event where only the heaviest 5 catches are counted. 3. Tutorial: a "how to", self-explanatory4. Multi-player: where you can team up and "quest" online, entire new levels can be accessed here, each with it's own unique challenges. 5. Options: typical options accessed here6. Credits: self explanatory, concept art showing in background.

Campaign character back-storyI had the idea to have the character's story play through the campaign. The story (at this point) of the character is this: Your character has left earth due to the death of the woman you loved. Your character was happily married at one point, however due to your drinking and rough lifestyle of drugs/alcohol back on earth, she left you. Approx. one year later, she found another man, even rougher and meaner than you were. Sadly, this man murdered your love in cold-blood. Fleeing the authorities and certain execution, he has made it to the planet "Brackish" (fishing world) and stands little chance of receiving the justice he deserves. Having nothing to live for, you have made it your mission to find this man and bring him to justice. A fresh start on this planet is just what you need, and you are bent on revenge, no matter the cause. Your reckless attitude and lack of concern for your own life quickly helps establish a name for yourself on your new home planet. The campaign will progress mission to mission, fishing, but your ultimate goal is to find this man. This man also has a reputation of recklessness, and in a few short years, he has made a name for himself as well. You will catch glimpses of this man on certain middle missions, and come into contact with him, however most will tell you he and his ship are a "ghost", and following him is a suicide mission. When you do contact him for the first time, he escapes, but he recognizes you as the man of the woman he killed. He taunts you occasionally, and knows you feel guilty for pushing her away. Reminding you of this brings sick joy to this man, further infuriating your character. To make this worse, this man is an excellent fisherman, and occasionally you will pull up to an atoll with your catch, and the remnants of HIS larger catches will dwarf yours, making your catch look less impressive (this would not happen often, maybe once or twice during one or two campaign missions). One of the last missions will be a face-off between two of the most feared sailors of the planet, and there can only be one. I haven't decided if the character will get the chance to kill the man (yet un-named) or if during the final battle, the monster "boss-fish" or "leviathan" will kill him before you can. The theme of your character being flawed is a powerful one in my opinion, and since fisherman have been known to live a rough lifestyle, this would fit well in this game. The character will ultimately be a very sad individual, with no real hope of filling the void left in his heart from losing the woman he truly loved, and knowing he was the main cause for her leaving. Depressing I know, but interesting

How Campaign begins:cut scenes can be made with only 1st person view, so you will never see character, it's as if you are seeing everything through your own eyes. 1st in-game cut scene will be of your selected character in a dark drop pod, slowly waking up from cryo-sleep. After he is able to stand and walk around, he will look out the window and see a large blue planet slowly approaching. Five other people will be in your drop pod, yet they are still asleep. While gazing out the window, the player will be treated to flash-backs, providing the back-story of your character. The windows will close with protective coverings as you enter the atmosphere of the planet. After back-story has been completed, you will feel a heavy "Thud" that wakes the rest of the people. You have landed at Atoll #1. The door opens, and a bright light ends the cinematic sequence, promting loading screen for mission 1. Mission One -

a) Campaign will begin with the player customizing his character (fav.me/d5eo68p), choosing his boat, and his basic equipment. Once this is completed, an in-game cut scene will be shown. *** All the while, there will be a narration going on explaining bits and pieces to the back-story of the campaign character. Player will be informed the character has recently landed on the planet, and has yet to step foot in a boat on this planet. Dialogue will explain that the chosen character was a fisherman on earth struggling to make a living on its over-fished seas, which have been nearly completely fished out. The player will be mocked by the more established characters on this planet. Player will just walk on and ignore, prompting the locals to grow rowdy and try to turn the player around. Then character will point gun in the face of the leader and deliver speech on toughness. After the thugs disperse, then maybe a "local" native to the planet (with a medicine man look to him) will give you a stern warning, and will tell you the odds of survival are slim for the player, just to set the tone. b) Initial mission will be orientation to the planet by a friendly local who has seen MANY new people come and go, with few becoming successful. Player will learn the present atolls different zones (different atolls will be explored later) basic controls and basic user interface, as well as how to pilot boat, and navigate the seas. c) General theme of campaign will be obtaining new equipment as you progress, as well as unlocking new areas to fish. (skihaas1.deviantart.com/art/Ca…)This will allow you to go from small fishing to big fishing. You can initially attempt to catch the big ones, but this will be impossible and you will surely die. d) From then on player will be brought through different missions, and be introduced to new fishing zones on the planet.

Campaign ideas a) You can choose to fish a particularly rough patch of sea, known to capsize lesser fisherman. This area is also known to have excellent fishing results if you can make it back. Upon completion of objective, you will return nearly sinking, but have your prize on full display for everyone, earning you respect from the locals. b) big company boat vs. little boat (you)c) An entire mission could be created just dodging weather storms (fav.me/d5eo8lz)to earn your way to new areas on the planet. Visibility would be very bad, and mixed in will be giant water spouts threatening to rip your boat apart if your boat gets touched. Keep your throttle trigger under control on this mission. You will be rewarded with calm seas and beautiful skies, as well as new atolls to explore. d) Perhaps rum and alcohol will have it's effect on some fisherman, and bad deals will cause characters to act very shady. One mission would be following a wayward sailor to a forbidden area of the seas, uncovering a conspiracy by the authorities on this planet. Once they discover you know these facts, you will be black marked, and spend several missions fishing, while running from authorities, until you can expose the authorities and turn the locals against the authorities.e) Running from jealous rogue fishermanf) Defending catch from rogue fishermang) much like "quests" in WOW (a game I've only observed played) tasks will be given to you by people on the atolls, with promise of payment once task is completed.

Campaign ending - While you traverse the different seas in this campaign, you will learn of the "legendary fish", not named thus far. This fish has been only seen by certain fisherman, and has been known to destroy nearby boats. You will get the impression this fish is UN-catchable, however you are the only one with the balls to try. Upon unlocking the LAST fishing area of the planet, you will then be faced with this final boss. Live or die, your name will go down in history on this planet for even attempting such a task. If you succeed, a cinematic will play rewarding the player, your ship will pull through the mist, as if you were the legend... dragging this giant beast to the hoist. The entire atoll will drop what they are doing, and come to see the site, and all the fisherman will look at you with awe and respect.

Cut scenes - During the in-game battles with the sea creatures, 5-10 second mini cut-scenes will transition the player from one area of the boat to another (example, character stylishly jumps from fishing seat/cage to harpoon, or from sea-doo to wrapping fish while jumping in mid-air).

Campaign characters a) Your character. b) The initial assistant on the first atollc) Several bullies (at least they try to be)d) Several rival fisherman with very rough personalitiese) Few ally fisherman also with very rough personalities, give you tasks to complete

Character dialogue explained - cheesy lines, phrases, dialogue would be stereotypical of earth's fishing community (again, think of Quint from Jaws)

Level/mission description - on basic fishing missions, player will pilot his boat to designated area (a major feature of each futuristic boat will be the hyper-hydrofoil drives, where prior to each mission, the player will be treated with a cut-scene of the boat going to a "hyper-drive" mode to explain the lack of time between long distance areas. Screen will go black upon leaving the designated atoll... then loading screen will show, then you will start fishing the area) , decide on bait, occasionally have to catch small fish to use as bait for larger quarry. chum the waters, and use certain bait combos. Your on-board almanac will help greatly here. Tips will also be given, and will show up near edge of screen as exclamation points.

Different seas/accessing areas to fish - Prior to each campaign mission, you will be able to view the entire planet (wrap around view). Click to rotate planet to get a sense on scale, and locate previously visited areas. First mission will show the initial atoll, and 1 miniscule area you are able to fish (borders shown. In game fishing will be restricted by buoy lines that are impassible with your boat, these look like the safety lines in your neighborhood beach, how did they get there? Artistic license, that's how...). The rest of planet will be in a "fog-of-war" and unable to be accessed, however as you succeed in missions, new areas will constantly be available to fish, up until even the stormiest areas can be accessed. Last area will house the legend leviathan, all paths will lead here...

Atolls/pirate bays (skihaas1.deviantart.com/art/Th…)All areas will be linked by simple paths. Some atolls will have different viewing areas to appreciate the planets twisted beauty, or even secret points, but generally exploration will be restricted to the following 4 areas:1) Loading dock area - will be where you park your boat. Care must be taken when docking (obviously). A giant winch system will be directly above your boat/loading dock area. These winches will grow as you bounce from small initial atoll to larger more industrious atoll. Once your catch is in the winch, you can move to an area designated for picture taking, so player can remember the battle. These pictures can be found later in the cabin of your ship (skihaas1.deviantart.com/art/Re…). Creature examination can also happen here. Nearby to this area will be the cashier, where you will receive your actual payment. These cashiers have a bad reputation for ripping off fisherman, so take warning. Pay will depend on rarity of species, as well as difficulty catching and pure weight of species (maybe you catch a common fish, but the sheer size will ensure a large payout). Once you are done on the atoll, you will return here, and then use your ships "hyper-hydrofoil mode" to your designated fishing area. See "level/mission description". 2) Market area - Here is where you will purchase all fishing equipment such as lures, line, boat parts, explosives, engines, and robot upgrades, robot assistants, even entire new boats and add-ons. Different vending stalls will specialize in specific areas, such as a parts dealer, robot dealer, rods and rod cages (lines as well), lure and hook dealer, and even an area for biologists/scientists, where you will have to buy information/give you advise.3) Bar/pub - Here is where you will exchange tips and help, get caught up in the lore of the planet, make bets/wagers (prompting certain missions if bet is made), exchange stories (learn of the legendary fish, or sub-legendary fish), and get generally informed. Submit pictures or learn from other pictures. Beware shady characters/bar fights, or bets that go wrong. Buy a drink to kick back and relax after a rough mission. 4) Repair yard - Where you will drive your boat to receive repairs... for a price. Very rough mechanics reside here. Use caution.

On board "almanac" - skihaas1.deviantart.com/art/Th… device will inform you on how to catch, kill, and even avoid your prey, learn the predator/prey relationship of the ecosystem, and store valuable information you have learned here. Will be accessed by cabin area in free-fishing mode.

Cameras explained - This will depend on task at hand. Camera will zoom out to show the monster scale of your potential catches. Camera will take over to witness important events while fishing like breaching or splashing. There will be four buttons to click to switch between modes. Buttons maybe on top of screen, not obstructing scenic views.Total 4 camera modesa) 3rd person - player can zoom in and out on your entire boat or specific points of interest. This is controlled by mouse buttons (holding R mouse button rotates camera, clicking L mouse button zooms in on interest points, holding both zooms in and out, depending on how you move mouse). Use up down side side to steer simultaneously. This camera is used during all piloting of boat. Full 360 degree view. b) On ship camera - This is where the player casts his line, moves to the harpoon, (simple left to right panning), harpoon has zoom feature. Harpoon view also has nearly 360 degree view. c) Cabin camera - here is where you view options and instrumentation. Several buttons will be linked here. Options like "fish-finder", "Weather watch", "Almanac", Tacklebox", "Fish-cam" (Camera attached just prior to underwater hook and bait) will be accessed here. Maps will be here, for fun, trophies will be proudly displayed here, rum will be on lock-down here, as well as "souvenirs" from particularly deadly fish. Later in game, scouting drone view will be accessed from here, so you can see what it sees. Pictures from atolls will also be available here to reminisce on your glorious battles. *** When fish starts to ram your boat from below, maybe the camera auto zooms to a top down view, with the monster's silhouette under your boat, giving you information on where to drive your boat to avoid the attack. Your boat will be equipped with engines that "hop" the boat out of harms way, and position it for ranged attacks if your boat is outfitted with that equipment. d) Walking around atolls - this mode will be when you are free to walk around atolls or pirate bays (see atolls/pirate bays).

Managing resources and cash - entirely up to player on the atolls.

Enemy description1) fishing companies will be found in different areas of planet, these will be well funded, and have a lot of high-tech equipment, contrasted by the players measly armory by comparison. 2) Authorities will also have to be avoided in most circumstances. These authorities like to think they have power on this planet, but colonization is simply far too new, and the influx of new fisherman lends policing nearly futile. Weather alone hampers policing efforts alone. Never-the-less they try, and do have jurisdiction in certain areas. Depending on the crime (or suspected crime), punishment can be severe. A rough population demands rough justice, and execution is common place. 3) Some other fisherman just can't stand the new guy, so the player will shortly make enemies (not by choice). Upon seeing player success in campaign, they will even team up and try to destroy you and your boat, or even steal your catches and claim it as their own in an attempt to gain more fame and fortune than you. 4) Locals/natives - A recent idea I had was to have "locals" of the planet act hostile towards the player. What I mean by Locals are people that have landed on this planet approx 300 to 400 years prior to the general population. These number around 5000 to 6000 in population at present time, however only a few hundred originally landed. Initially interstellar travel was quite dangerous, and these people crash landed with no way to return to colonized space. They learned to live off the sea, and are opposed to all this commercialization, they are worried the planet will soon be over-fished (not a real threat at the present time of game). These locals have also recruited the help of certain domesticated fish, and these fish assist these humans in traveling the planet. The creatures would resemble earth's dolphins to give the impression they are domesticated, however they would obviously be very different in appearance at the same time. Locals/natives would ride these beasts, and routinely attack fishing vessels in an attempt to stop fishing. They wear special suits to help them breath when the creatures dive deeply, and also prevent pressure related deaths.

Robot Ally/helper description - fav.me/d5ji05nVery shortly into the campaign, player will be able to purchase a robot assistant from the market area. This robot would join you on your fishing adventures, and provide your character with company, as well as valuable assistance. The robot will double as a tackle box. Prior to fishing, you will get robot to open up his main body compartment and a beautiful tackle box will open up, allowing player to choose appropriate actions and create proper hook combos. Robot will also assist with mundane fishing tasks. Advice will be verbally given. For fun you can teach your robot songs to sing, and teach it to act as a personal bodyguard. Programs can also be bought to make your robot even more helpful. Available for purchase @ robot market area.

Larger Ally - skihaas1.deviantart.com/art/Fi…As the fish increase in size, you will have the option to purchase larger and larger attachments for your boat, one of these will be a giant robotic assistant located on the back of the boat. This will help you reel in the really heavy fish, yet controls will be the same as before, just scaled up. These attachments also have some personality, however they are more "animalistic" in programming, and are designed to be on defensive, rather than provide you with intelligence (like the smaller robotic ally described above). Arm attachments will be inter-changeable, and will be available for purchase at the mechanic in atolls. Some arms will be for ranged weapons, some for grabbing objects, and some for Punching the fish, which I suspect will be everyone's favorite. As fish gets close enough, an effort will be made to keep fish in a "boxing zone" where it can be hit HARD by the robot, and yet not damage your boat. Damage will be increased this method over ranged weapons, due to the risky nature of the action. I'm trying to up my art skills so I can make a legit depiction of this specific event in my game happening, as I think this will be a major selling point for the game. Who doesn't love the idea of a giant robot on the back of a fishing vessel PUNCHING a fish in the face in an effort to kill it. It's so crazy it might sell... Possible cover art for the box??

Fish/Organism description - Every fish will look very different, and the way to go about catching them will be equally different. The look will generally follow earths creatures, but with an alien overlay, as well as scaled WAY up. Behaviors also differ. Some need to be tired out, some need direct damage dealt... different fishing styles come into play here. Some are large enough to tow your boat around (not good for gas mileage). Fry forms of certain species will be encountered, and some species are only valued for certain body parts (example the legs or fins). Not all catches will be fish-like, as some will be crustacean, squid-like, or entirely new in appearance. This is a concept artists dream job. Here are some examples, I will update as I paint them 1. fav.me/d5h3sfcskihaas1.deviantart.com/art/De…

Romance - I don't think romance would be feasible in this game, but maybe this is a major contributing factor to the main character LEAVING earths oceans in search of a fresh start.

Horror - On certain missions, sea levels will drop to extreme levels. As in our world, the deeper you go, the more horrific the life forms look. Certain fish will look quite scary, and attached fish-cam will show a glowing bait from these scary species. Possible entire mission idea here.

Other Game options - Pods to catch crustaceans can be purchased at market, used to catch smaller crustaceans on deep sea floor. You can sell these crustaceans, or use them as potent bait. These pods require new attachments to your boat, and come at a large price. These would be available 1/2 way through campaign.

Device vibrations - Certain in-game scenarios will cause your controller to shake. When the fish lands, as in real life, your controller will shake, and depending on size, controller will shake a little or a lot. Also major battle points in-game like shooting harpoon, traps going off, or boat firing up will also cause controller vibration.

Fish finder explained - This will be located both in cabin and next to rod/reel area. Assists you in locating fish in sea, and provides intelligence on size and depth. Fish finder "vision" gets deeper as game progresses (upgrades purchased), even to sea floor (very late in-game, since water is impossibly deep in certain areas). Since some fish are extremely dangerous, you will have to make quick decisions on when to pull up bait so as to not catch a fish your equipment is not ready for. You can always try and get lucky too.

In boat experience (fishing) - Cast the line is traditional in the beginning stages, however upgrades (mainly for style points) can be bought later, launching the bait for you. Upon landing the fish, there is a high-tech cage set-up that surrounds the player, providing the raw power necessary for reeling in these monsters. The character still goes through the motions, and real-time tension is simulated for the character (the technology behind the design is meant to give the fisherman a sense of how strongly the fish is pulling, with the goal of providing information on when to reel in, and when to give slack, and to also tell when the boat might be nearly compromised. The design is only designed for strong individuals, so a weak occupant will not make the best use of most designs. Injuries are commonplace in these cages, due to over-confidence), so effort is still required.

Out boat experience (fishing) - Sea-doos: To set the traps (which in most cases would just consist of tangling your quarry) you will pilot your sea-doo in a circular motion, dropping off nets to trap/weaken prey. These traps will keep most fish from diving, and have air-filled barrels attached every few feet. Some species will take several repeated attempts to fully weaken them, and take 3-4 nets... maybe more. Spearing some fish manually (by driving sea-doo close to quarry) will speed up this process, however this is dangerous. Swimming: Some fisherman prefer a more hands-on approach, and sea-doos could be traded in for power suits for swimming. This is much more precise, but obviously more dangerous. Manually spearing the giants would again, be necessary to speed up prey killing/tiring.

Multiplayer/Co-op description - certain species require multiple boats? "Questing" could also be a possibility, where players get together and power through multiple levels of increasing difficulty. All "arcade mode" activities would double as multi-player.

How many players? - Not decided, 1-6 maybe?

Reward description - On boat trophies and Pictures can be stored in cabin area, as well as on player profiles (viewable by other players). All fish will vary ever so slightly in length/weight, so each species will most likely have a different record holder in the online world, thus allowing MAJOR bragging rites.

Neutral objects in world - icebergs near poles (to be dodged obviously), buoys (defining borders and marking obstacles/way points), kelp forests snags (avoid), deep open ocean markers, alien plants on surface fav.me/d5k8vmm kelp forests will explode if touched by boat, explosive and gas filled, but not necessary to traverse to progress to next levels), predatory plants underneath surface (dodge these), messages in bottles (funny somber "last words" messages from deceased sailors who were over-confident that can be picked up in open ocean), volcanic bubbles/hydrothermal vents can spew massive amounts of water and ash, making for beautiful scenery and adding character, all in an effort to break up boring old waves.

Item description a) Hooks - in the game, they will be very large in size, some will weigh hundreds of poundsb) scouting drones - will launch from a small stand on your boat, and be about arms length in wingspanc) Lures/Bait - Lure description here (fav.me/d5fnaze), bait attachments (dead fish/creature parts) will depend on fish target requirements, and will come from the sea itself much of the timed) Rods - these will range from average to entire cage system. These will be giant later in game e) Winches - winches will increase in strength as game progressesf) sonar - more advanced later in gameg) lines - will increase in tension strength as prey gets more volatileh) boat parts - engines will come in all shapes and sizes, with obvious performance differencesi) radar - radar will also increase in sophistication later in gamej) harpoons - will be mounted on deck of most ships, elevated high to aid in visibility, will be giant, and powerfulk) weapons - gun attachments can make quick work of quarry, and rival fishing vessels, or even authorities to defend yourselfl) aesthetics - fins and flashy attachments can be purchased to display your success on this planet, and elevate your perceived statusm) explosives - depth charges can greatly help the player slow down large preyn) sound emitters - used to draw up deep dwelling species, or species from miles away.o) exploding tip bait - explodes upon landing the fish, destroys fish value, but generally is an easy killp) chum bucket - will be kept far away with a lid, due to stenchq) ***(update Feb12/14) GIANT manual underwater torpedoes - these will be extremely expensive. The idea will be they are guided by the player manually (like the plane is Wii sports resort). The damage done will be extreme, kind of a softener for the giants that can take massive damage. Camera will be attached. Many will showcase spinners on the front, vicious designs, meant to rip deep into the animal, with a delayed explosion causing damage from the inside. Missile will disappear. To ensure a hit, easiest way to hit target will be to fire upon creature while it is in charging mode. These torpedoes will typically be sold in sets of 2. An attachment will be fixed to the ship or the robot "boxer" housing the 2 giant explosives. r) Flares - can be launched underwater or out of water, depending on need to evade those monsters who are not quite ready to die, buying player more time to deal damage. Monsters will chase these flares until they peter out, allowing more time for items j)k)m)o)q)s) ***(update March 11/14) PROBES: Probes will be deployed by your boat, and steered in similar fashion to torpedoes (q), they are quite small (maybe human height) and fly through the water very fast. Depending on the job assigned to you (example, catch 4 Krillers to be paid) the probes will be guided by player through the waters, and player will hunt for desired fish. Once desired fish is sighted, the player must drive probe right into the fish's tissue. This will then act as a homing beacon, and the fish will be considered "painted". Now the fish's location will be known, and the fisherman may now drive over top of said location, and drop a line. This will eliminate much of the guesswork. Probes will also flash light, aiding in ease of targeting, making there no confusion to the player... this is your fish! More expensive probes can move faster (for faster fish) or fly into deep deep waters and not implode from the pressures. Sending out probes would most likely be one of the 1st things the player does once arriving at the fishing destination.

Boat description - Fishing boats will start from simple lackluster vessels to more advanced. (fav.me/d5iibk3) Different ship chassis will have different advantages (speed, durability, good in bad weather, steady yet slow, jack-of all trades). fav.me/d5h4n3aYou will be able to name your boat, and that name will show up on the back or side of your chosen vessel. Engines will be high-tech, and parts of the ships will be glowing with technology. Also remember these ships have a sort of hyper-drive (aka "hyper-knot") on board to rapidly get from a to b on planets surface. Engines will remove themselves from water, curl up and enter air, and ship will then look like a hydrofoil, able to move very quickly.*** (update Dec/2014) on boats, they must have a very aggressive look from the front, like a crouching lion (if that makes any sense), with guns/missiles facing forward. Always will be trying to keep the boat "facing" the fish to keep ranged weapons effective. Fish will occasionally submerge and pop up in random areas, so "hopping" will be required. The boats will have two to four engines, depending on size. Two back engines will engage when line tension increases to the point of overcoming boat buoyancy. The engines "counter-act" these extreme forces. The stronger the engine the bigger the fish hunting potential. Water will be shot in all directions when these engines get going. ***(update Feb12/14) boats will be available in up to 4 chassis sizes, each with approx. 4 different chassis types. The chassis sizes will co-ordinate with organism classes (fish classified by size, and likelihood of a successful kill/capture). Initially you will have scrappy boat, work your way up to expensive boat of same chassis size, until you have enough money to buy bigger and bigger chassis. This would be addictive to player, as each type changes the hunt from "running" from larger fish to "hunting" the same larger fish at a later date. The items you have bought in the past (ie boat attachments) will be able to be removed from old chassis and re-fitted to new chassis. Then old chassis can be sold for extra profit. This would be the ladder system driving the player to keep going.

Weather description - again, bad weather --> better fishing, player will probably be capsized from storms at least once, giant roaring waterspouts are to be avoided (common on a gas-giant planet), spaceships departing from atolls/ships through clear skies can be witnessed occasionally, bringing the delicacies to the rest of the galaxy.

Character description - characters will have a cheesy cartoonish look with cheesy cartoonish dialogue, they will have a bad-boy attitude, tell bad-boy stories, and use stereotypical fisherman phrases to engage player.

Voice-over description - Voice actors would bring the life into each character. Again, cartoony voices would be a must.

Player controls (buttons) - see camera view for camera. ** an example for the "Wii" console **a) casting line - thrown by using the wii remote in an overhead throwing motionb) reeling in - maybe pulling up on controller while holding "B" button, and lowering and releasing when line gets too tight. Keep between indicator bars c) driving boat - simple "up down left right" with space-bar for occasional boost that requires a cool-down period to get you out of those tough situations. d) setting traps - since each trap will be different, game will prompt player. Also process of traps going off will be prompted by game for player to do, timing will be everything (must hit button "A" otherwise "blank" happens.)e) shooting harpoon - Aiming will be with remote, aiming at screen, and pressing "A" button to release the spear end. Zoom in with "B" button.f) dialogue - scrolled by simply pressing "A" to go next. g) walking around (same "up down side side" as piloting boat). Other specific actions will be prompted for the player via the game itself. Timing would be crucial for the player, otherwise damage will be done.

Winning - many small victories will lead you to ultimate glory... catching the legendary leviathan

Losing - simple, you succeed or die trying

Key features that make game attractive - a combination of beautiful alien scenery, intuitive controls, constant new material to experience, but most of all, a sense of awe and insignificance in comparison to the scale of the beasts of this planet will hopefully make the game VERY attractive.

Replay-ability - Hopefully above mentioned features will have players coming back for more.

Why is it all fun? - What makes "Jaws" "Moby Dick" such endearing and beloved tales? It's because the common theme is "man vs. leviathan". Both are hunting for a fish that should not be hunted. The scale of this game should leave the player with a feeling of awe, and I hope to capture that child-like fear of the sea in a brand new way through this game.